GBVS/Lancelot: Difference between revisions

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{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:GBVS/Lancelot/Data|214H}}
{{#lsth:GBVS/Lancelot/Data|214H}}
{{!}}-
{{AttackVersion|name=Follow-up}}
{{#lsth:GBVS/Lancelot/Data|214XX}}
{{!}}-
{{AttackVersion|name=Ender}}
{{#lsth:GBVS/Lancelot/Data|214XXX}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Performs an advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure to the foe even if it's blocked. Once you can get the opponent blocking, this is what you use to keep them on their toes.<br>The first and second rekka are safe, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed rekkas. For L/M the 2nd rekka is -4 on block and 0 on hit. For EX 2nd, 3rd, 4th parts are -4 on block and 0 on hit. All rekka enders are -16 on block.<br>
* Listed damage is for each hit in the attack sequence.
Performs an advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure even if it's blocked.<br>Once you can get the opponent blocking, this is what you use to keep them on their toes. The first and second rekka are safe, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed rekkas.<br>
Note that for technical inputs you only need to input the first rekka as 214X, every following hit can be done by just pressing 4X.
Note that for technical inputs you only need to input the first rekka as 214X, every following hit can be done by just pressing 4X.


* '''L Version:''' Can hit 3 times. Staple followup after hitting with farther normals like f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure.
* '''L Version:''' Can hit up to 3 times. Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure.
* '''M Version:''' Can hit 3 times. Slower startup and farther travel distance than L. Staple combo ender after c.H or autocombo for damage and corner carry.
* '''M Version:''' Can hit up to 3 times. Slower startup and farther travel distance than L. Staple combo ender after c.H or autocombo for damage and corner carry.
* '''H Version:''': Can hit 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump using superjump j.H.
* '''H Version:''' Can hit up to 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump using superjump j.M/j.H.


}}
}}

Revision as of 14:02, 28 February 2020

GBVS Lancelot Nameplate.png
GBVS Lancelot Portrait.png
Health
Prejump
Backdash


Overview

Lancelot is a rushdown/mixup character. He excels at close range and has the tools to get there.

"I'll guide my country with these twin blades!"
Lore:A dual-wielding master swordsman who serves as the captain of the Order of White Dragons of Feendrache Kingdom. If danger would rear its ugly head in the kingdom he so loves, he would risk both life and limb to see it defeated. Despite this, he can never seem to keep his room clean.
He rushes across the battlefield at blinding speed, a flurry of shining, crystalline slashes. Those who set eyes on this fighting style immediately recognize why he was made captain of his order.

 Lancelot  Lancelot is a mixup heavy character who relies on his speed and various mixup tools to overwhelm the opponent.

Pros
Cons
  • Between his 22X teleports, 5U command dash and its followups, Lancelot's mobility is near unparalleled.
  • His j.U fastfall is great for setting up quick "left/right" mixups into lows.
  • He has a unique walldive/walljump mechanic that can be used to get out of the corner, or set up some nasty oki.
  • 2U is a great sliding attack that can low profile various normals and projectiles for an easy punish. It also gives hard knockdown on hit, and can even be made safe on block if spaced properly.
  • 236H is a multi-hitting projectile with great utility; functioning as both a way to cover your approach from fullscreen, and as a way to set up mixups after a knockdown.
  • The 214X series and their followups are safe on block if not auto-piloted into the ender, and can be staggered to create frametraps in pressure.
  • Short ranged normals make it difficult to navigate neutral against many characters.
  • Low average damage outside of specific confirms.
  • 22H is not a "true Dragon Punch"-type move that rises while attacking, making anti-airing and escaping pressure difficult at times.
  • While he is emphasized as a "mixup" character, some of his left/right mixups can be negated by the Guard button.


Normal Moves

c.L
5L (c.L/f.L) No range because he attacks the wrong way.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln

Lancelot has a unique 5L in that there's no distinction between far and close, it's the same move either way. Pretty fast and pretty good on block.

  • You can autocombo from this regardless of range when it hits.
  • However having no far variation means it will have very poor range in any situation.
c.M
c.M
GBVS Lancelot cM.png
Dab on the haters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
650 Mid 6 1 14 0 +4 2
GBVS Lancelot cM.png
Dab on the haters
GBVS Lancelot cM Hitbox.png

Good poke for pressure and for confirming combos. Links into itself on hit making c.M>c.M both a confirm and a frametrap. Links into f.M on crouchers.

c.H
c.H Dice and slice!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600, 400 Mid 7 3(3)3 18 -2 +2 4
GBVS Lancelot cH1.pngGBVS Lancelot cH2.png
Slice • and dice!
GBVS Lancelot cH Hitbox1.pngGBVS Lancelot cH Hitbox2.pngGBVS Lancelot cH Hitbox3.png
Frames 7~9 • Frame 13 • Frame 14~16

Two-hit attack, either used for punishing or combos. Being two hits gives you a lot of time to confirm stuff from it.

Auto Combo
Auto Combo
GBVS Lancelot cXX.png
GBVS Lancelot cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 2 16 -3 +1 2
GBVS Lancelot cXX.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Lancelot cXXX.png

The second hit does not combo into 214M, however the third can.

f.M
f.M
GBVS Lancelot fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
600 Mid 7 3 17 -5 -1 2
GBVS Lancelot fM.png
GBVS Lancelot fM Hitbox.png

Not a lot of range and will easily get outpoked by other characters' f.M, but the recovery isn't too bad and doesn't extend his hurtbox that much. In general it's not that useful since Lancelot doesn't have problems getting into close range.

f.H
f.H
GBVS Lancelot fH.png
Double stab
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 Mid 10 3 22 -8 -4 3
GBVS Lancelot fH.png
GBVS Lancelot fH Hitbox.png

Lancelot pokes out both his daggers as far as he can. His farthest reaching poke. Decent range considering his other normals. Combos into 66L at almost any range making it a somewhat useful footsie-tool.

2L
2L
GBVS Lancelot 2L.png
Cutting corners
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Low 6 1 8 +2 +6 0
GBVS Lancelot 2L.png
Even knights cut corners sometimes
GBVS Lancelot 2L Hitbox.png


Lancelot's fastest low. Important for Lancelot's pressure and mixup. Links into itself, 5L and c.M.

2M
2M
GBVS Lancelot 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 Mid 6 2 15 -2 +2 2
GBVS Lancelot 2M.png
GBVS Lancelot 2M Hitbox.png
Clash Level 1

Lancelot slashes low but don't be fooled, it's a mid. Worse range than f.M and does not low profile many moves.

A notable exception is that it can hit Charlotta on her way down after her EX DP, allowing a decent punish combo.

2H
2H
GBVS Lancelot 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 10 5 24 -12 -8 3
GBVS Lancelot 2H.png
Anti-Air with style
GBVS Lancelot 2H Hitbox1.pngGBVS Lancelot 2H Hitbox2.png
Frame 10 • Frame 11~14

Lancelot's designated anti-air attack. It's pretty good, fast, hits well, beats crossups easily. Very important move.

2U
2U
GBVS Lancelot 2U.png
I swear I'm not Vega
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Low 8 16 14 -15 HKD 2
GBVS Lancelot 2U.png
I swear I'm not Vega
GBVS Lancelot 2U Hitbox.png
Clash Level 1


The Vega slide. Really really good move, hard knockdown sliding low that's safe if you space it correctly. Lowprofiles really well too. Gives you a safejump on hit.

j.L
j.L
GBVS Lancelot jL.png
Just hanging around
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until L 0 1
GBVS Lancelot jL.png
Just hanging around
GBVS Lancelot jL Hitbox.png

Pretty standard air light. Good horizontal hitbox, not so good vertical. Probably Lancelot'ss best button to beat others in the air as the rest of his air normals are better at hitting grounded opponents. On counter in the air you often will have time to land and combo from it.

j.M
j.M
GBVS Lancelot jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 7 3 Until L 1
GBVS Lancelot jM.png
GBVS Lancelot jM Hitbox.png

Lancelot slashes beneath him. His only air normal that can be used to cross up the opponent, but easily anti-aired. Very good button after a low walljump, but loses in the air against others aerial attacks.

j.H
j.H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400×2 High/Air 10 3(3)6 Until L 1
GBVS Lancelot jH1.pngGBVS Lancelot jH2.png
GBVS Lancelot jH Hitbox1.pngGBVS Lancelot jH Hitbox2.pngGBVS Lancelot jH Hitbox3.pngGBVS Lancelot jH Hitbox4.png
Frame 10 • Frame 11~12 • Frame 16~18 • Frame 19~21


A double hitting falling overhead. This move is really good. Vary your timing to make them guess if both will hit or if you'll have time to land and do a 2L. Combos into 2L even if the second hit whiffs. The hitbox is kinda poor right beneath him so if he's even a pixel distance to cross up someone it will whiff.

The good horizontal hitbox however makes this move really good at stuffing people out of the air, however because it's two hits you won't get a combo if you counter them.

Unique Actions

Delta Leap
Delta Leap
9 or 6 while midair and touching the wall
GBVS Lancelot DeltaLeap.png
I'm really not Vega, I swear!

Lancelot's unique walldive. Can only be done from the actual corner, not screen edges midscreen. 9 will have him jump away from the wall in an upwards arc and 6 will have him dive diagonally towards the ground without any arc. You can attack immediately out of this.

Wirbelwind
Wirbelwind
5U or j.U Dash Quick Stop Cross Over Feint Jump
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Attack


5U
Wirbelwind
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 36
GBVS Lancelot 5U.png
Dash
Cancellable into followups from frame 17~29
Quick Stop
5U


5U > 5U
Quick Stop
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 14
GBVS Lancelot 5U-5U.png
Quick Stop
Cross Over
6U


5U > 6U
Cross Over
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 18
GBVS Lancelot 5U-6U.png
Cross Over
Feint
4U


5U > 4U
Feint
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 16
GBVS Lancelot 5U-4U.png
Feint
Jump
2/8U


5U > 2U
Jump
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 25
GBVS Lancelot 5U-2U.png
Jump

Performs a dashing maneuver that can be canceled into various followups on the ground. When activated midair, Lancelot dives diagonally toward the ground.

The dash covers a pretty good distance but has a lot of recovery, even when you quick stop. 5U > 6U can cross through opponents.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Lancelot Throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD 0, 4
GBVS Lancelot Throw.pngGBVS Lancelot BackThrow.png
GBVS Lancelot Throw Hitbox.png


Air Throw
Air Throw
GBVS Lancelot AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 5 5 Until L+6 0, 4
GBVS Lancelot AirThrow.png
GBVS Lancelot AirThrow Hitbox.png
Overhead Attack
Overhead Attack
GBVS Lancelot OverheadAttack.png
Leapfrog on the haters
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-31 Throw
9-31 Low
9-30 Airborne
GBVS Lancelot OverheadAttack.png
GBVS Lancelot UOH Hitbox.png


Special Moves

Wogenstrom
Wogenstrom
236X or 5S Neutral is mine
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


236L
L Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 All 33 Until Hit Total 45 +4 +8 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 50-82F (Technical) 140-172F (Easy)
Easy Input Damage: 600
M


236M
M Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 All 38 Until Hit Total 50 +4 +8 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 55-110F (Technical) 145-200F (Easy)
Easy Input Damage: 600
H


236H
H Wogenstrom
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350×3 All 33 Until Hit Total 41 +44 +48 2
GBVS Lancelot 236X.png
Go my squire
and hold down the neutral
GBVS Lancelot 236X Hitbox1.pngGBVS Lancelot 236X Hitbox2.png
236L/H: Frame 33~43
236M: Frame 38~48 • Hitbox after first 11 frames
Cooldown: 556-575F (Technical) 676-695F (Easy)
Easy Input Damage: 300×3

Fires a projectile that travels across the stage. This skill has slow startup but fast recovery, so Lancelot can move and go on the offensive while the projectile is still on-screen. Very important for his oki-game in the corner. Keep in mind though that the startup is very slow so you can not combo into this from anything, and in a neutral fireball fight you're likely to get hit out of the startup.

  • L Version: Fast startup but also fast travel time.
  • M Version: Slower startup but also much slower travel time, very good to run after.
  • H Version: As fast startup as L version but as slow travel time as M version. Hits 3 times.
Blade Impulse
Blade Impulse
66X or 6S
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


66L
L Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 Mid 16 6 18 -9 KD 2
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png
M


66M
M Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 25 9 16 -6 KD 4
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png
H


66H
H Blade Impulse
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 20 9 16 -6 HKD 4
GBVS Lancelot 66X.png
Gorilla Blade
GBVS Lancelot 66X Hitbox.png

Performs a sliding lunging attack. Depending on distance you're very likely to cross through the opponent on both hit and block. If spaced correctly every version can be safe on block.

  • L Version: Travels about half screen. When used as a combo ender midscreen, the opponent recovers point blank so further pressure can be applied. Also used in high damage anti-air combos.
  • M Version: Travels about 3/4ths screen.
  • H Version: Travels the same distance as the M version with the startup of the L version. The most important special he has for his combo game in the corner since it's the only move he has that lets him juggle the opponent.
Southern Cross
Southern Cross
214X or 4S Get rekd'a
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


214L
L Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 14 5 13 -3 +1 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 20F (Technical) 200F (Easy)
M


214M
M Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 19 6 13 -4 0 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 20F (Technical) 200F (Easy)
H


214H
H Southern Cross
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300 Mid 11 3 15 -3 +1 2
GBVS Lancelot 214X.png
The pressure is on.
GBVS Lancelot 214X Hitbox.png
214X
Cooldown: 480F (Technical) 600F (Easy)
Follow-up
Ender
  • Listed damage is for each hit in the attack sequence.

Performs an advancing slash attack. This skill recovers quickly and can be followed up with additional attacks, so Lancelot can continue applying pressure even if it's blocked.
Once you can get the opponent blocking, this is what you use to keep them on their toes. The first and second rekka are safe, allowing for pressure resets if you can scare your opponent with the frametrap properties of delayed rekkas.
Note that for technical inputs you only need to input the first rekka as 214X, every following hit can be done by just pressing 4X.

  • L Version: Can hit up to 3 times. Staple follow-up after hitting with farther-ranged normals such as f.M/f.H/2M. Can also combo into 5L on counterhit, giving your opponent a good reason not to press buttons against Lancelot's pressure.
  • M Version: Can hit up to 3 times. Slower startup and farther travel distance than L. Staple combo ender after c.H or autocombo for damage and corner carry.
  • H Version: Can hit up to 5 times. If 66H is on cooldown, this can be used to get a hard knockdown and a safejump using superjump j.M/j.H.
Turbulenz
Turbulenz
22X or 2S Same as Jump from Unique
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L


22L
L Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 7~21 All, 4~30 Airborne
GBVS Lancelot 22X.png
Don't blink or you'll miss it
M


22M
M Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 7~21 All, 4~30 Airborne
GBVS Lancelot 22X.png
Don't blink or you'll miss it
H


22H
H Turbulenz
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
Total 30 1~21 All
GBVS Lancelot 22X.png
Don't blink or you'll miss it

Lancelot teleports into the air. The horizontal distance depends on the button used. All versions can be held which will make Lancelot followup with a overhead plunging attack which is invincible on the way down, but extremely unsafe on block. On counter hit the opponent will bounce, allowing a high damage combo followup.

H version is the only sort of reversal Lancelot has without meter, but in many regards it's very risky to go for the full plunge because of the very slow startup. You can get by with just doing the teleport portion and either do a falling attack or fastfall to the ground with j.U, but this is not a hard strategy to deal with for attentive opponents.

  • L Version: Teleports about the distance of Lancelot's backdash. Unlikely to cross-up unless performed point-blank.
  • M Version: Teleports about the distance of two of Lancelot's backdashes. More likely to crossup due to this, so you can try to use j.M
  • H Version: Teleports farther than L/M version, but always attempts to put Lancelot in front of the opponent regardless of distance. Much faster and is invincible during the startup, allowing Lancelot to escape hairy situations or attempt to restart pressure at the risk of being anti-aired.

Skybound Art

Weiss Flugel
Weiss Flugel
236236H or 236S
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236H
Weiss Flugel
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500, 100×12, 1200 Mid 9+4~13 3 28 -12 HKD 4 1~15 All
GBVS Lancelot 236236H Start.pngGBVS Lancelot 236236H Finish.png
"It's time to end this!"White Wings
GBVS Lancelot 236236H Hitbox.png
Minimum damage: 800
Simple input (236S) damage: 3000
Simple input minimum damage: 450

Lancelot dashes forward with a slash and unleashes a flurry of slashes when he connects. Invincible startup and travels about half screen.

Super Skybound Art

Schöner Winterhügel
Schöner Winterhügel
236236U or 236S+U I'm telling you, I'm not Vega...
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236236U


236236U
Schöner Winterhügel
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000×2, 2200 Mid 10+6 4~15 25 -8~-9 HKD 4 1~15 All
GBVS Lancelot 236236U Start.pngGBVS Lancelot 236236U Finish 1.pngGBVS Lancelot 236236U Finish 2.png
"The ice will be your grave!"Beautiful Winter Hill
GBVS Lancelot 236236U Hitbox.png
All versions share a hitbox
Minimum damage: 1260
Simple input (236S+U) damage: 4000
Simple input minimum damage: 800
j.236236U


j.236236U
Schöner Winterhügel
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000×2, 2200 All 14 Until L+1 34 -16 HKD 4 1~13 All
GBVS Lancelot 236236U Start.pngGBVS Lancelot 236236U Finish 1.pngGBVS Lancelot 236236U Finish 2.png
"The ice will be your grave!"Beautiful Winter Hill
GBVS Lancelot 236236U Hitbox.png
All versions share a hitbox
Minimum damage: 1260
Simple input (236S+U) damage: 4000
Simple input minimum damage: 800

Performs a powerful diving attack. The ground version automatically locks onto the opponent's position when activated from the ground, but can be manually adjusted by holding L, M or H during start-up. The air version does not track and cannot be manually aimed like the ground version.

Keep in mind that Lancelot is only projectile invincible during the startup when he jumps up to the wall, on the way down he can get hit by projectiles, making this a situationally bad reversal. Especially against Metera.

Navigation

To edit frame data, edit values in GBVS/Lancelot/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.